慎
The champions Shen works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Blood Hunt (W) sends him hunting anyone under half health on his own, so he keeps ending up in 1v2s far from everybody: that is the situation Stand United (R) flips best. And while he is locked in with Infinite Duress (R), Shadow Dash (E) taunts whoever would break it.
He leaps onto the backline alone and cannot walk back out: with him your ultimate is not an emergency button, it is the second man that turns his pick into a won fight. You arrive already shielded and taunt whoever is on him while he cashes the kill.
Absolute Zero (R) breaks the moment anyone lands crowd control on him, and an enemy taunted by Shadow Dash (E) cannot cast anything at all. With him you can contest dragons four against five, because you are the fifth arriving seconds later.
Grand Starfall (R) arrives from far away just like yours: two players who can show up in any lane means the enemy never gets a safe 1v1 anywhere. And he brings into the Shadow Dash (E) window the damage you do not have.
You deal no damage, he has no crowd control: Shadow Dash (E) pins the target and Master Yi pours every attack he needs into it. He sits under 48% in China though, so it only pays off if he waits for the taunt instead of going in first.
Destiny (R) and Stand United (R) are two ways of showing up where you should not be: with both up the enemy never gets an even fight, and you get to keep pushing your side lane without giving up the teamfight.
Demonic Ascension (R) forces him to stand in the middle of their team draining: that is where he dies, and the one place where your kit really pays. You taunt whoever is on him and Spirit's Refuge (W) covers the seconds he cannot move.
Slicing Maelstrom (R) only pays if he dives into the middle and stays there for the full duration, which he cannot survive alone. You taunt whoever is killing him, and enemies stunned by Mark of the Storm (P) stay inside the zone instead of walking out.
Death Mark (R) leaves him glued to a target for three seconds inside their team: if he survives those three seconds the kill is his, and Stand United (R) is your only way of handing them to him while you are in another lane.
Situational, since she sits under 47% in China: Death Lotus (R) is a channel that dies the instant somebody stuns her, and Spirit's Refuge (W) plus the Shadow Dash (E) taunt are the cover that lets her finish it.
You are the only top laner who can hold a side lane and still guard him: he has no dash and no blink, so every dive onto him is final. Spirit's Refuge (W) cancels the shots while he keeps firing, and Shadow Dash (E) removes the diver.
Bullet Time (R) nails her in place out in the open for three seconds, which is exactly when she dies: Spirit's Refuge (W) dropped over her cancels the shots coming in and Shadow Dash (E) taunts whoever tries to walk into her.
Inferno Trigger (R) asks her to stand at melee range in the middle of them with a full Daredevil Impulse (P) bar: a suicidal spot that your taunt makes survivable. Wild Rush (E) takes her in, and you land on top of her with Stand United (R).
Vayne takes side-lane 1v1s and stays in them until three of them collapse on her: the definition of an ally who dies alone, far away from you. You arrive shielding her, taunt the first chaser, and Condemn (E) does the rest into a wall.
Worth it if you accept playing around her snowball: Get Excited! (P) hands her speed on every takedown, so each save with Stand United (R) compounds into the next. She is under 48% in China though, and without that first takedown she stays stuck.
Pyke spends the game away from his lane, alone, inside the enemy jungle: he is the ally who makes you press Stand United (R) more often than anyone else. You land, taunt with Shadow Dash (E), and Death From Below (R) closes what you could never kill.
Your problem is that a taunt on its own kills nobody, and he is the one who converts it: the Blaze (P) mark promotes Sear (Q) into a stun, and Pyroclasm (R) chains between enemies who cannot walk away from each other.
The Quickness (R) leaves him inside their team with everyone charmed and nobody covering him: without a second body that engage is just a death. You are the second body, and you arrive already shielded without walking a step.
Two hard crowd controls on one target are wasted; on two different targets they lock the whole front line: she takes the carry with Zenith Blade (E), you taunt the diver. And Solar Flare (R) is an opener you can join with Stand United (R).
Situational: you are two global saves aimed at the same ally, so Wish (R) and Stand United (R) make one carry almost impossible to kill, but only if that carry exists. Without somebody converting the time into damage, you kill nobody.